It's still not perfect, good for a nice spike shot. I find its weak to some ranged mobs, conditions (blindness is the main one there), and mobs who don't bleed also throw it off. Any suggestions, critiques or general comments?

Faithful intervention is a gimped skill for a Dervish...if you want a skill that actually reduces damage go with conviction,,,

You have 3 Adrenal attacks on your build,, one is to gain energy + Heart of Fury which is also Adrenal.... Even with FGJ up you won't hit Your goal of your Adrenal TOTAL cost. and once it's down your basically auto attacking for next to nothing damage.
Might i suggest that U base your attacks and enchantments around a simple idea....When Adrenalin is low you should have at least 2 skills that cost energy that you can can spam to get adrenalin back up. And when adrenalin is up stop spamming the skills that cost you energy. This way as a Derv you wont need FGJ up at all.. and you could just play as normal.

Only had the first two enchants in there so i didn't have to keep an eye on enchant timers, but open too new suggestions for those too. I've tried mystic twister but it seems to break the flow of the build, as for "save yourselves" Ill have to give it a shot. I didn't think about any lux or kurz skills at all.

Eternal Aura is a skill I really want to like, but I'm going to agree with its suggested removal from your build idea.
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Yeah Eternal Aura SEEMS like a great skill....when I first saw the new version I was like "A skill that can directly counter putting a Sup rune on a melee class.. FINALLY !.. O_o it rez 's me after i die? Awesome !!!!

Unfortunately in practice.. it does not fit on any build which could be made meta. It does however fit in nitch roles.. like when My Derv tanks. Or a Derv goes a bonder...they are surprisingly good at building energy if they don't have to damage at the same time.

And that's what I love (and hate) about the Dervish...
You can tank.. but can't damage
You can damage.. but your squishy
U can be a self sustaining energy battery (for prots and other very nitchy builds)...But U cant damage ..or tank while doing it.

Eternal Aura is a wasted skill slot for a tank role. Increasing your armor or health just makes the other party members in your group more appealing for attacks. Tanks builds are a wasted slot party slot in groups because that squishy damage dealer can tank while not being useless.

Eternal Aura is a wasted skill slot for a tank role. Increasing your armor or health just makes the other party members in your group more appealing for attacks. Tanks builds are a wasted slot party slot in groups because that squishy damage dealer can tank while not being useless.

Tanking is not useless...but you are right.. the more health U have the worse U can ball and hold aggro, mobs soon walk away from you in search of better targets. To Counter this as a Dervish I usuially bring cripple and lots of it. For instance I almost always bring Tryptophan Signet and crippling Sweep. just to keep them in check. Just one of those cases that show SF is WAYYY to powerful. No other class can come anywhere near as good as a Sin when tanking is concerned for that reason.

The other obvious choice is taking Avatar of Balthazar, Mirage Cloak and Veil of Thorns. (mystic Regen should be a given)
That way you can keep the armor but have lower health. Wielding a healing staff that gives +20 energy helps them keep targeting you as well. Now all you have to do is convience the noob SoS not to pull your aggro until they all start targeting you.

On topic: I've used Eternal Aura a few times where it's been handy. Mostly in oldschool, freeroam/crapway UW clears. Just walk into the middle of the party wipe, or near the biggest grouping of people, and either tear it or die.

All-in-all though, once Avatars were updated to be kept up constantly without the use of Eternal Aura, EA lost a lot of it's value.

My focus on the build was to swing as fast as possible, while being able to sustain dps with adrenaline skills, onslaught + for great justice to keep adrenaline flow moving, and onslaught + HoF to keep speed up, plus the low adren cost of HoF means even if I have to basic swing for a bit I can jump right back into the rhythm after 4 swings. same kinda reason i don't include something like mystic twister in the build, It doesn't build adren since its a non-physical and the pause to cast throws off the speed. At this point I'm mainly looking into new enchants that'll help the flow as well as alt adren attks.

On topic: I've used Eternal Aura a few times where it's been handy. Mostly in oldschool, freeroam/crapway UW clears. Just walk into the middle of the party wipe, or near the biggest grouping of people, and either tear it or die.

All-in-all though, once Avatars were updated to be kept up constantly without the use of Eternal Aura, EA lost a lot of it's value.

Agree with you about EA, mainly added it in first draft for basically a second chance if the party wiped. That being said replacing it wouldn't be a problem :/